struct LeftOver {
  /* @offset(0) */
  scale : vec2<f32>,
  /* @offset(8) */
  offset : vec2<f32>,
  /* @offset(16) */
  textureMatrix : mat4x4<f32>,
  /* @offset(80) */
  color : vec4<f32>,
}

struct Internals {
  /* @offset(0) */
  yFactor_ : f32,
  /* @offset(4) */
  textureOutputHeight_ : f32,
}

@group(1) @binding(1) var textureSamplerTexture : texture_2d<f32>;

@group(1) @binding(2) var textureSamplerSampler : sampler;

var<private> vUV : vec2<f32>;

var<private> glFragColor : vec4<f32>;

@group(1) @binding(3) var<uniform> x_31 : LeftOver;

@group(1) @binding(0) var<uniform> x_40 : Internals;

fn main_1() {
  var baseColor : vec4<f32>;
  let x_23 : vec2<f32> = vUV;
  let x_24 : vec4<f32> = textureSample(textureSamplerTexture, textureSamplerSampler, x_23);
  baseColor = x_24;
  let x_27 : vec4<f32> = baseColor;
  let x_36 : vec4<f32> = x_31.color;
  glFragColor = (x_27 * x_36);
  return;
}

struct main_out {
  @location(0)
  glFragColor_1 : vec4<f32>,
}

@fragment
fn main(@location(0) vUV_param : vec2<f32>) -> main_out {
  vUV = vUV_param;
  main_1();
  return main_out(glFragColor);
}